ID:178172
 
IM NOT MAKIN A DBZ GAME! i just wanna know how to make p-bags
I can't believe your actually asking this... well what is a pee bag? A bag that holds pee? To make one you just unzip your pants and urinate into a bag(prefribly plastic) by the way, making a pee bag should go in babble, not newbie central. Since it has nothing to do with BYOND.
Get a pag, get a marker and paint a P on it.
The only reason I can think of for you to be asking this is that you want to place a monster in your game as a representative of immeasurable evil. Anyway, all you really need for a pbag is to give it really high health, no armor, and a very low chance of striking back. However, pbags tend to cause a "dumbening" effect on those that attack them, so their can still be considered a dangerous opponent.

Well, assuming you have those stats in your game.
In response to Sariat
no the code
In response to BurningIce
no the code for a punching bag dumb ass
In response to BlackMage90
Don't call me a dumb ass *bitch slaps BlackMage very hard across the face* And don't respond to this cause we don't want a flame war now, do we?
In response to BurningIce
BurningIce wrote:
Don't call me a dumb ass *bitch slaps BlackMage very hard across the face* And don't respond to this cause we don't want a flame war now, do we?

Sure we do!

obj/Tbag    
icon = 'tbag.dmi'
verb/T_bag_Attack()
set src in oview(2)
set category = "TBag"
var/Tbaghit = rand(1,2)
if(Tbaghit == 1)
usr << "You hit the Tbag man!"
usr.Exp+=1 // experience they gained.
usr.Levelup() // Your levelup proc
if(Tbaghit == 2)
usr << "You hit the Tbag man!"
usr.Exp+=3 // experience they gained.
usr.Levelup() // Your levelup proc


Dont make dbz!

RaeKwon
In response to RaeKwon
whatever happened to switch(rand(1,2))?

Also, this would probably be better...
obj/Tbag    
icon = 'tbag.dmi'
verb/T_bag_Attack()
set src in oview(2)
set category = "TBag"
var/Tbaghit = rand(-1,3)
if(Tbaghit > 0)
usr << "You hit the Tbag man!"
usr.Exp+=Tbaghit // experience they gained.
usr.Levelup() // Your levelup proc
else
usr << "You slipped and punched yourself in the gut!"
usr.HP+=Tbaghit
usr.Deathcheck()
In response to RaeKwon
RaeKwon wrote:
obj/Tbag    
> icon = 'tbag.dmi'
> verb/T_bag_Attack()
> set src in oview(2)
> set category = "TBag"
> var/Tbaghit = rand(1,2)
> if(Tbaghit == 1)
> usr << "You hit the Tbag man!"
> usr.Exp+=1 // experience they gained.
> usr.Levelup() // Your levelup proc
> if(Tbaghit == 2)
> usr << "You hit the Tbag man!"
> usr.Exp+=3 // experience they gained.
> usr.Levelup() // Your levelup proc


If that was an attempt of trying to give the user random experience, it was a sorry one :P.

To simple it up, you should just use rand() where you add the exp, like so:
obj/Tea_bag 
icon = 'tea_bag.dmi'
verb/Boil()
set src in oview(2)
set category = "Tea-Bag"
usr << "You boil the Tea-bag!"
usr.Exp+= rand(1,3)//Give random experience, 1-3. Much, much better. :)


-Rcet

In response to Rcet
Rcet wrote:
RaeKwon wrote:
obj/Tbag    
> > icon = 'tbag.dmi'
> > verb/T_bag_Attack()
> > set src in oview(2)
> > set category = "TBag"
> > var/Tbaghit = rand(1,2)
> > if(Tbaghit == 1)
> > usr << "You hit the Tbag man!"
> > usr.Exp+=1 // experience they gained.
> > usr.Levelup() // Your levelup proc
> > if(Tbaghit == 2)
> > usr << "You hit the Tbag man!"
> > usr.Exp+=3 // experience they gained.
> > usr.Levelup() // Your levelup proc


If that was an attempt of trying to give the user random experience, it was a sorry one :P.

To simple it up, you should just use rand() where you add the exp, like so:
> obj/Tea_bag   
> icon = 'tea_bag.dmi'
> verb/Boil()
> set src in oview(2)
> set category = "Tea-Bag"
> usr << "You boil the Tea-bag!"
> usr.Exp+= rand(1,3)//Give random experience, 1-3. Much, much better. :)
>

-Rcet


No, Rcet it was simply showing him Random proc's like that, you can also go

usr.Exp-=rand(100000,100000000000000)

mwahaha

RaeKwon